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Gamexplore > News > Ghost of Yōtei Has “More Freedom Than Any Game We’ve Ever Had” Says Creative Director
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Ghost of Yōtei Has “More Freedom Than Any Game We’ve Ever Had” Says Creative Director

October 8, 2025 4 Min Read
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Whereas open-world video games are recognized for permitting gamers fairly a little bit of freedom on the subject of how they sort out any obstacles, Sucker Punch Productions has mentioned that it doesn’t actually care how followers select to play the recently-released Ghost of Yōtei. In an interview with GamesRadar, artistic director Jason Connel spoke concerning the freedom gamers are given within the recreation, and the alternatives they will make

“In the event that they don’t need to do it, we’re identical to, ‘OK, that’s your selection,’” mentioned Connel. “So long as you’re having enjoyable, we don’t care an excessive amount of.”

This largely comes right down to the philosophy of recreation design that was used within the improvement of Ghost of Yōtei. Connel defined that gamers haave fairly a number of hooks to outline their very own play fashion within the recreation. This, he famous, was executed to “attempt to hold you within the spirit of the principle story, getting an acceptable quantity of weapons at a good fee.”

“Our philosophical form of factor about this recreation was to let you’ve gotten extra freedom than any recreation we’ve ever had,” he mentioned, occurring to elucidate that it was a “very complicated” feat for the studio to have completed.

“It’s very complicated, and the pacing is form of a barely totally different mannequin for each,” Connel continued. “Narrative pacing is a bit simpler to grasp, and in order that one’s a bit extra simple, however that open-world pacing one is sort of difficult. We do all these little tips to make it type of work out for us.”

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Whereas Ghost of Yōtei would possibly give gamers loads of totally different choices on the subject of weapons and skills, the core id of the collection, in line with studio head Brian Fleming, revolves round a protagonist wielding a katana. Simply final week, Fleming spoke about this, and the way he can also’t think about a recreation within the franchise that isn’t set in Japan.

“We imagine the core of Ghost is somebody wielding a katana, that’s a part of the essence,” defined Fleming. “We will’t think about a Ghost recreation set in, say, feudal Europe. That doesn’t make sense. There are many video games set there, however that’s not what a Ghost recreation is.”

The Japanese setting and the pure magnificence it affords has additionally been fairly necessary for the studio in each Ghost of Tsushima in addition to Ghost of Yōtei. This, Fleming famous, additionally helped each of the titles garner a Japanese fandom as properly regardless of the studio being a Western one.

“For us, the pure fantastic thing about Japan is a part of the essence of a Ghost recreation,” he mentioned. “I gave this reply on stage [at Tokyo Game Show], and I feel the followers in Japan, actually appreciated that. That’s the best way we see it. It should at all times have that core, open-world katana journey of some sort.”

“Now, we could change time intervals, we could discover totally different settings, however I feel there are some boundaries we most likely gained’t cross.”

Ghost of Yōtei was launched solely on PS5 earlier this month. For extra particulars, try our evaluate.

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Reading: Ghost of Yōtei Has “More Freedom Than Any Game We’ve Ever Had” Says Creative Director
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